@Blocki.4931 said:
When a single Weaver in the backline can nuke an entire group instantly. Stop defending this, nobody says anything against the fact that staff ele can do it in general, just that the numbers are way higher than they are supposed to be.

The problem here is that the counter is always lagging after the attack. Ie its a little too early to be raging or defending when it comes to zerg meta. Because I think we can safely say we are exclusivly talking zerg meta here, a meteor shower from a zerker ele is unlikely to intimidate a thief that just downed him in 0.2 seconds by simply teleporting 2x the radius of said shower.

And in this particular situation, we have a meta thats actively pushed away single target roflstompers that specialize in blowing up things like eles in favor of a complete stack-on-one-spot scourge bunker area denial meta that train in a predictable direction.

@Odinens.5920 said:
Is everyone complaining in full zerk gear or somethin? I mainly run a power scourge in raids (1141 toughness/1648 vitality), and meteor shower doesn't do nearly the damage to me that you folks are all claiming. Yeah, I can't stand in it for the full animation, but to be almost 1-shot on the 1st tick? That 1st tick barley dents my health.

i have 3200+ armor and 20000 hp i still get some insane dmg from meteor

This is less than CoR's coefficient of 1.75 at max range (it's 1.5 at midrange), or Gun flame's 2.2 multiplier (dragon's tooth on scepter fire 2 is also 2.2 coefficient). Keep in mind the massive channeling time and obvious graphic of meteors falling from the sky unless culling occurs.

Damage = (Weapon strength * Power * Skill coefficient) / Armor

Staff max weapon strength is 1166 with ascended
Skill coefficient is 1.6 per GW2 API
Power is going to be around 2800-3000 without might & food. (2800 is essentially non-weavers in fire attunement with fire traitline)
+5% from Sigil of force

10% from scholar rune (requires you to be > 90% HP...)
critical is going to be ~ 2x to 2.6x effective power , more with a revenant running devastation traitline for +150 ferocity (+10%). A revenant brings the crit back to pre-nerf ferocity from Elements of Rage

In order to hit 15K you'd need to have a critical , there's no way even with 25 might (+750 Power) that you'd see more than 6K damage otherwise since 3K power /2K armor with coefficient of 1.6 is around 2800 damage not including traits. You'd need at least three +10% traits/rune to reach the 10K damage unless running Bolt to the Heart (+20% vs targets below 50% HP) in the Air traitline or Bountiful Power (+2% per boon) in Arcane with a critical.

If you reverse solve the damage equation:
Damage * Armor = 1166 weapon damage * 1.6 skill coefficient * Effective Power
Assuming 10K damage ,
10K * 2000 = 1166*1.6 * Effective Power
= 10,720 Effective Power
Divide by critical hit 250%
4288 effective power without critical
Divide by 3000 power and you get 1.42x damage multiplier, which can only be attained through a minimum of sigil of force (1.05x) and three + 10% modifiers (1.1^3) which can be attained with fire and weaver alone

If we do it based on 260% critical , 4123 effective power without critical is required
Divide by 3000 power , you end up with 1.37x damage multiplier required so sigil of force plus three 10% modifiers would satisfy this

What could be partly happening is marauder eles are getting damage boosted to berserker gear levels due to the change on Elements of Rage , plus Ferocious Winds (air traitline) scaling with precision. If it's truly bugged then it needs to be fixed, obviously.

I've been critically hit over 12K even before this patch on revenant and I run about 2600-2800 armor depending on if hardening persistence is up. If you're running 2000 armor that's going to be over 15K (12K * 2600/2000 = 15.6K). There has to be might stacking , damage modifiers, and vulnerability involved. If it was just meteor shower with fire traitline, it wouldn't hit that hard.

An ele can have over 2600 power due to Empowering Flame trait (+150 power) + weaver's Elemental Polyphony (+120 Power). Ingame tooltip is based on 2600 armor target, I don't believe that it counts traits such as Empowering Flame (+10%) , Burning Rage (+10% vs burning) or Elements of Rage (+10% damage , 13% vitality to ferocity is around +13% or +14% with marauder) let alone others such as Bolt to the Heart (+20% vs <50% HP) or Bountiful power (+2% per boon) in the arcane line.

If you look at combat log make sure you aren't inflicted with vulnerability. If you were in _well of suffering _ it's safe to say there was at least 4-8 stacks of vulnerability which is +4-8% damage.

If Arenanet nerfs the Elements of Rage 10% damage modifier (ferocity boost is still above 10% with marauder so there's a possibility it would be dropped to about +150 ferocity) , the +120 Power from Elemental Polyphony while in fire, or +7% damage from swift revenge (swiftness on staff ele is only easy to meet all the time with a rev ; I'd imagine if nerfed it would be changed to favor close range / dual attack damage only or something), it will be hard to take weaver over tempest or core ele because defensively it brings less to the party besides water fields since rarely do you see a weaver with water traitline.

In short, unless meteor shower is truly bugged I don't think it's a meteor shower problem. You'd need an isolated test scenario such as a guildhall arena to truly test it , unless it is a WvW split bug (meteor isn't skill split).

Anyone who's on here complaining, put in a bug report. Put in as many bug reports as possible ASAP so they need to at least acknowledge it. Reset tonight is going to suck if they don't patch it by then

@wanya.1697 said:
might be a bug with the elite spec on my core ele I get 2k -> 8k meteors only
I have 1.2k toughness 2.5k power near 200% crit dmg unbuffed

I have 2.8 power when attuned to fire without stacks or might added, 55% crit chance, 229% crit dmg with scholars runes(10% dmg above 90% health), you can get another 10% damage for single attunement(weaver), 10% dmg for fire attunement, 10% more for burning targets, 20% more for targets under 50% health, 10% more if they're cc'd, 7% dmg with swiftness on(weaver), fury and burning from crits. Use to have around 244% crit dmg before the nerf to elements of rage. Now damage went from 12k to 19k max with the only difference being the drop in crit dmg....

So something is off somewhere. But honestly I just don't give a dam anymore, not after complaining about other one shot skill and combos in the game for years now, and the only thing that was ever "fixed" was cor after 2 years, only to be replaced with a bigger and harder hitting aoe... Ele's enjoy it, cause you were stuck behind necros since the expansions. Anet isn't going to bother noticing unless it becomes a raid issue.

Edit: well I stand corrected on my last sentence.

^ Another derailing post - Anet
Perma stealth is needed to outrun zergs - Thieves
A skill overpowered? just nerf their dodge, balanced. - Anet
There's no power creep you just don't recognize more people hitting you - Flat Earther

The buff to meteor shower and nerf to lava font were some of the dumbest, most poorly thought out changes Ive ever seen. It shows such a clear lack of understanding about how Ele is played in WvW. Fireball does more damage than Lava font now...which is actually your main skill, not meteor shower. You just continue to encourage Eles to play in such a cheap and braindead way. I stopped playing Ele and Warrior a long time ago because they became such garbage classes with little variety.

@Karl McLain.5604 said:
I can confirm that the initial damage impact is currently too high and we'll be looking to bring it back down to normal levels when possible.

No its not just initial dmg... Its bugged. I didn't change a trait, armor or anything and my average meteor went from 3.8k to 5.8k with my max going from 9k to 22k. I think someone missed a decimal point.

The DPS is off the charts on this skill and not just the initial impact. I see 20k+ occassionally and get high teens constantly. The build I am running has 2.5k armor and nearly 18k health with Pack runes so there is still room to eek out more damage. If a player goes down in MS, they will likely die as the subsequent hits from the skill will outright kill most downed players.

10? Hod was running 20+ on our home bl. In a map que zerg, so the meteors and circles got culled. I have a clip I'll put up tomorrow where I went from 27k hp to full dead, I was nowhere near the zerg. Combat log showed 19k, 17k, 9k, 12k meteor shower hits

Thank you anet for kitten up reset night by not testing changes, again. This was a known issue all week, wasn't even acknowledged until today @[email protected]

See this is what bugging me about this last update its not the nerfs bug or over buffs its the fact that they are unspliting skills and having them balanced for pve aimed effects in a pvp setting. Its beyond frustrating.

There NEEDS to be a real talk with anet dev on what they are trying to do with wvw and skill split / un-split as i cant tell and i am not sure if any one else can too.

@Substance E.4852 said:
9k is low but as I said, I play backline which means the skill is nearing it's end by the time I enter the ring.

Even 9k is still ludicrously high. I remember back when it used to hit me for 5k and thinking that was already a bit much.

That would make me rage as an ele to only hit a backline player for 5k. The duration of the skill dose not effect it dmg only the number of times your hit with it. So getting hit with it at the end of the skill should be as if you get hit with it at the start.

2.8k armor really is nothing when you have players who are running 3.2k or even the 4k super tanks.